Abilities
Содержание:
- Prioritize Basic Research At First in Galactic Civilizations III
- The War Path Isn’t Easy in Galactic Civilizations III
- Extreme worlds[]
- Приоритет в первую очередь фундаментальным исследованиям в Galactic Civilizations 3
- Chapter 6: Your first colony
- Strategy[]
- Chapter 9: Building your influence
- Major Factions in the base game[]
- Galactic Civilizations 3 не запускается. Ошибка при запуске. Решение
- Список рас Galactic Civilizations II: Dread Lords[]
- Conclusions: You are off to a good start
- Путь войны в Galactic Civilizations 3 нелегок
- Gather Resources and Expand Borders Quickly in Galactic Civilizations III
- New in Galactic Civilizations IV
- Список рас Galactic Civilizations I[]
- Habitable planet traits in Crusade[]
Prioritize Basic Research At First in Galactic Civilizations III
When players first look at all of the research trees available, they may be overwhelmed. But for the time being, ignore all of that and don’t focus too much on dedicating research to a single branch. Hop around a bit. Do a bit of research in the military tree to at least be able to build a basic fleet, go a bit towards governance to make the most out of the starting colonies, etc. Trying to immediately specialize in one type of research will most likely be to the player’s detriment later since basic functions, like making treaties and espionage, are unlocked in the early portions of these other research branches. Players can specialize their research as they like when they gain a solid foothold in the galaxy.
Since the beginning of the game is so focused on exploration and resource gathering, it is highly advised to quickly go after research options that enable gaining bonuses from precursor artifacts or increase colony production. Each race has its own research tree despite having commonalities, so be sure to evaluate the options available carefully to enable maximum progress.
The War Path Isn’t Easy in Galactic Civilizations III
This is mostly due to the game’s unintuitive tutorial, but conquering a planet can be a bit harder than expected. Players can’t just load a transport ship and approach an enemy planet for a quick invasion, there has to be some preplanning involved. Or at the very least, the player has to have enough firepower to take down any defenses a planet has. That can include defensive starbases and battleships that are located near the planet. It is only when these defenses are down that a player can initiate an invasion of a hostile planet.
But an effective war is going to need legions, generals, and the materials to build offensive spaceships. All of which is going to eat resources and probably attract the attention of other civilizations who may not like that the player is amassing an army. So keep that in mind before deciding to go full warmonger in a playthrough. That being said, every player is going to want a basic fleet of some sort. Even if it is only for fighting off space pirates who may try to attack the player’s ships. Each player should at the bare minimum have one citizen trained to be a general, one military academy to train soldiers, and 1 shipyard and/or world dedicated to building and repairing military vessels. Once that basic war apparatus is up and running, the player should be able to have a few minor fleets running around. These fleets can be formed by stacking ships on top of each other, and this ability can become extremely useful if the player wants to ensure that their convoys or trading vessels are always guarded by a small contingent of offensive spaceships.
More: Oxygen Not Included: Beginner’s Guide (Tips, Tricks & Strategies)
Galactic Civilization III is available on Microsoft PCs
Star Wars Eclipse Screenshots Reveal In-Depth High Republic Details
About The Author
Paige McMullen
(153 Articles Published)
Paige McMullen is a writer and editor with a specific interest in gaming. Graduating from the University of North Texas in Denton, Paige studied English and technical writing for her bachelor’s degree. She has written for a few volunteer organizations and published a handful of articles for Muse Media.
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Extreme worlds[]
Some planets are theoretically habitable but have extreme conditions that generally prevent colonization. Colonizing a planet with an extreme trait requires a special technology or ability. Even if a world can be colonized, it will generally have a 50% penalty to Unrecognized icon name Raw Production. More advanced technology or the right ability can negate that penalty or even provide bonuses. There are two tiers of extreme worlds with different unlocking patterns.
Tier 1 extreme worlds
Colonizing the first tier generally requires the Unrecognized icon name Extreme Colonization technology. A specific technology, depending on the trait, negates the penalty and adds minor bonuses. Every trait has a corresponding ability that enables colonization, converts the Unrecognized icon name Raw Production penalty to a 10% bonus and adds major bonuses, which take precedence over the minor bonuses. The Unrecognized icon name Xeno Adaptation technology and, except for corrosive and bacterial, the Adaptable ability have the same effect, except for enabling colonization.
Tier 2 extreme worlds
Colonizing the second tier requires the Unrecognized icon name Atmospheric Cleansing technology. A specific technology, depending on the trait, negates the penalty and adds minor bonuses. Every trait has a corresponding ability that converts the Unrecognized icon name Raw Production penalty to a 10% bonus and adds major bonuses, which take precedence over the minor bonuses. The Unrecognized icon name Ultimate Adaptability technology has the same effect.
Extreme worlds in Crusade
| Planet Type | Tier | Minor bonus | Minor bonus tech | Major bonus | Ability |
|---|---|---|---|---|---|
| Unrecognized icon name Aquatic World | 1 | +10% Unrecognized icon name Tourism Income, +10% Unrecognized icon name Morale | Unrecognized icon name Aquatic World Mastery | +25% Unrecognized icon name Tourism Income, +25% Unrecognized icon name Morale | Amphibious |
| Unrecognized icon name Bacterial World | 1 | +10% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth | Unrecognized icon name Atmospheric Cleansing | +25% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth | Synthetic Life |
| Unrecognized icon name Barren World | 1 | +10% Unrecognized icon name Ship Construction, +10% Unrecognized icon name Social Construction | Unrecognized icon name Barren World Mastery | +25% Unrecognized icon name Ship Construction, +25% Unrecognized icon name Social Construction | Synthetic Life |
| Unrecognized icon name Frozen World | 1 | +10% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth | Unrecognized icon name Frozen World Mastery | +25% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth | Silicon-based Life |
| Unrecognized icon name Corrosive World | 1 | +10% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth | Unrecognized icon name Atmospheric Cleansing | +25% Unrecognized icon name Research, +10% Unrecognized icon name Influence Growth | Carbon-based |
| Unrecognized icon name Radioactive World | 2 | +25% Unrecognized icon name Social Construction | Unrecognized icon name Radioactive World Mastery | +25% Unrecognized icon name Social Construction | Silicon-based Life |
| Unrecognized icon name Toxic World | 2 | +25% Unrecognized icon name Research | Unrecognized icon name Toxic World Mastery | +25% Unrecognized icon name Research | Synthetic Life |
Приоритет в первую очередь фундаментальным исследованиям в Galactic Civilizations 3

Когда игроки впервые смотрят на все доступные деревья исследований, они могут быть ошеломлены. Но пока игнорируйте все это и не сосредотачивайтесь слишком сильно на изучении одной ветви. Попрыгайте немного.
Проведите небольшое исследование в дереве вооруженных сил, чтобы, по крайней мере, иметь возможность построить базовый флот, немного подойти к управлению, чтобы извлечь максимальную пользу из начальных колоний и т. д.
Попытка немедленно специализироваться на одном типе исследований, скорее всего, будет позже в ущерб игроку, так как основные функции, такие как заключение договоров и шпионаж, разблокируются на ранних этапах этих других ветвей исследования. Игроки могут специализировать свои исследования по своему усмотрению, когда они прочно закрепятся в галактике.
Поскольку начало игры так сосредоточено на исследованиях и сборе ресурсов, настоятельно рекомендуется быстро перейти к вариантам исследования, которые позволяют получать бонусы от артефактов-предшественников или увеличивать производство колоний. У каждой расы есть свое собственное дерево исследований, несмотря на общие черты, поэтому обязательно внимательно оценивайте доступные варианты, чтобы добиться максимального прогресса.
Chapter 6: Your first colony
- Your first colony, if it’s not Mars, will present you with a moral dilemma. Each choice will give you ideological points which unlock abilities from the ideology tree. This is where you decide what type of civilization you want to be.
- After you finish colonizing and setting up what you want to do on the planet, you will be asked to form a government (if you have Intrigue). Each government type has strengths and weaknesses, and most cannot be accessed early on.
- Your ideology choice will bring up the ideology trait screen. Each choice makes future choices cost more. Choose carefully.
![]()
Name your new planet
Your first ideological choice
Strategy[]
Unlocking
Ideologies increase in power from left to right along each tier. Initially, only the first (leftmost) ideology in each tier is unlocked. To unlock the next ideology in a tier, it is necessary to purchase the preceding ideology. The first ideology adopted costs 10 points, and each subsequently adopted ideology costs 10 points more than the last (across all tiers). Thus, it usually makes sense to focus on a small number of tiers (potentially across alignments) before costs become prohibitive.
Galaxy Size and Density of Occupation
The primary means to gain ideology points is the colonization process and the building of ideology producing buildings (which need be unlocked in the ideology table before they can be used). If playing a small galaxy you may have few choices and they should be made with the understanding that you will be very unlikely to be able to unlock ideologies further into a particular section. On the other hand, in a not too densely populated immense galaxy you may be able to unlock an entire table. Plan accordingly. In any event a critical issue is whether you can unlock the buildings that give ideology points over time. If so you will get a steady, if slow stream of points; but if you cannot reach them to unlock you obtain nothing.
Chapter 9: Building your influence
- Your influence flows out from influence sources. Think of each tile like a bucket. The further away a tile is from the source of influence, the slower that bucket will fill. It takes 6 points of influence for it to turn to a player’s color and the amount of influence reaching a tile decreases exponentially based on distance.
- You can also build influence starbases that will act as major sources of influence on their own and magnify the influence of any worlds you have in its zone of effect.
- When you look at influence on your planet, think of them in terms of orders of magnitude. Single digit influence is low. Double digit influence is normal. Triple digit influence is really high.
- Tourism income is tied to the number of tiles you own plus the tiles that are connected to your capital world. A tourism improvement of 1% equals 1% of your tile count will become money.
If I connect these two influence bubbles together my tourism income will go up.
Major Factions in the base game[]
| Insignia | Name | Personality | Abilities |
Traits |
Initial war endurance | Initial resistance | Initial influence | Initial colony population | AI behavior priorities | Requirements | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Military | Growth | Tech | Diplomacy | Expansion | Wealth | Influence | Fortification | ||||||||||
| Terran Alliance | NeutralExpansionistDiplomatic | EngineersColonizers | Productive (+1) Adventuresome (+1)Likeable (+1)Fast (+1)Organized (+1) | 90 | 0.25 | 10 | 5 | 18 | 14 | 20 | 16 | 22 | 12 | 8 | None | ||
| Drengin Empire | MercilessAggressiveCruel | ZealotsUnrelenting | Productive (+1)Discontent (-1)Economical (+1)Militant (+2)Poor Traders (-2)Brutal (+2)Tough (+2) | 150 | 0.25 | 10 | 5 | 22 | 16 | 18 | 8 | 20 | 10 | 12 | 14 | None | |
| Altarian Resistance | BenevolentSpiritualXenophobic | AncientUnwavering | Clever (+2)Influential (+1)Content (+2)Fragile (-2)Fast (+1)Organized (+1) | 85 | 0.25 | 10 | 5 | 18 | 10 | 22 | 8 | 14 | 12 | 20 | 16 | None | |
| Iridium Corporation | NeutralGreedyTraderCultural | EntrepreneursWealthy | Productive (+1)Handy (+1)Economical (+2)Infertile (-2)Traders (+2)Adventuresome (+1) | 80 | 0.25 | 10 | 5 | 16 | 20 | 18 | 12 | 10 | 22 | 14 | 8 | None | |
| Krynn Syndicate | MercilessAggressiveExpansionistSpiritual | BureaucratsProlific | Productive (+1)Influential (+1)Content (+1)Militant (+1)Farmers (+1)Adventuresome (+1)Unlikeable (-1) | 95 | 0.25 | 9 | 5 | 16 | 12 | 14 | 8 | 22 | 20 | 18 | 10 | None | |
| Yor Singularity | MercilessAggressiveScientific | SyntheticAdaptableUnwavering | Productive (+2)Clever (+2)Economical (+2)Dense (+1)Poor Traders (-2) | 100 | 0.8 | 8 | 5 | 22 | 16 | 20 | 8 | 14 | 18 | 10 | 12 | None | |
| Iconian Refuge | BenevolentPeacefulCultural | StarfaringParanoid | Fertile (+1)Handy (+1)Farmers (+1)Craven (-1)Accurate (+2)Organized (+1) | 100 | 0.25 | 10 | 5 | 16 | 12 | 22 | 20 | 10 | 14 | 8 | 18 | None | |
| Thalan Contingency | NeutralScientificDiplomatic | IntuitiveKnowledgeable | Productive (+2)Infertile (-2)Militant (+1)Agile (+2)Resilient (+1)Unlikeable (-1)Organized (+2) | 100 | 0.25 | 11 | 5 | 20 | 12 | 22 | 16 | 18 | 14 | 10 | 8 | None | |
| Snathi Revenge | MercilessAggressiveCruelExpansionistOpportunisticXenophobic | ScavengersUnrelenting | Productive (+2)Handy (+2)Dense (+2)Militant (+2)Tough (-2)Resilient (+1)Likeable (-2) | 120 | 0.5 | 10 | 3 | 20 | 8 | 12 | 20 | 14 | 10 | 6 | Revenge of the Snathi DLC | ||
| Torian Regime |
Benevolent |
Amphibious
Discreet |
Clever (+2) |
0.5 | 10 | 5 | 18 | 20 | 22 | 14 | 10 | 12 | 8 | 16 | |||
| Arcean Empire |
Neutral |
Warriors |
Discontent (-1) |
0.6 | 10 | 5 | 22 | 14 | 16 | 10 | 18 | 12 | 8 | 20 |
Galactic Civilizations 3 не запускается. Ошибка при запуске. Решение
Galactic Civilizations 3 установилась, но попросту отказывается работать. Как быть?
Выдает ли Galactic Civilizations 3 какую-нибудь ошибку после вылета? Если да, то какой у нее текст? Возможно, она не поддерживает вашу видеокарту или какое-то другое оборудование? Или ей не хватает оперативной памяти?
Помните, что разработчики сами заинтересованы в том, чтобы встроить в игры систему описания ошибки при сбое. Им это нужно, чтобы понять, почему их проект не запускается при тестировании.
Обязательно запишите текст ошибки. Если вы не владеете иностранным языком, то обратитесь на официальный форум разработчиков Galactic Civilizations 3. Также будет полезно заглянуть в крупные игровые сообщества и, конечно, в наш FAQ.
Если Galactic Civilizations 3 не запускается, мы рекомендуем вам попробовать отключить ваш антивирус или поставить игру в исключения антивируса, а также еще раз проверить соответствие системным требованиям и если что-то из вашей сборки не соответствует, то по возможности улучшить свой ПК, докупив более мощные комплектующие.

Список рас Galactic Civilizations II: Dread Lords[]
- Земной Альянс — цивилизация людей, создателей гипердвигателя, состоящая из суверенных держав Земли. Мастера-дипломаты. Лидер — Питер Виггин; родной мир — Земля.
- Община Йор — цивилизация разумных машин, созданных иконийцами и запрограммированных Серыми Лордами на ненависть к органической жизни. Лидер — Н-1; родной мир — Икония.
- Дреджинская Империя — злобная, воинственная цивилизация, предпочитающая порабощать представителей других рас. Дренджины являются отменными солдатами. Лидер — лорд Кона; родной мир — Дренджи.
- Альтарианская Республика — религиозная раса, внешне идентичная людям; альтариане, несмотря на их религиозность, являются отличными учёными. Лидер — Нетро Мансер; родной мир — Альтария.
- Легион Драт — раса «кукловодов», тайно заправляющая всем в галактике; драты имеют вездесущую агентурную сеть. Лидер — Эмбарас Дракен; родной мир — Драта (раннее — Алтария).
- Торианская Конфедерация — мирная, но изоляционистская водная раса; восставшие рабы дренгинов; ториане имеют повышенную рождаемость; лидер — Тлас Кзиента; родной мир — Тория.
- Арсеанская Империя — древняя, честная цивилизация воинов; первая раса совершившая контакт с человечеством; арсеане имеют очень развитую промышленность; лидер — лорд Вега; родной мир — Арсея.
- Доминат Коркс — раса капиталистов; корксы имеют развитую экономику и торговлю; лидер — Кралакс Корксский; родной мир — Коркс.
- Иконийское Убежище — старейшая из молодых рас, изгнанная со своей планеты злобными йорами; их самое заветное желание — уничтожение йоров и возврат родной планеты; иконианцы имеют хорошую экономику и науку; лидер — Император Исо Мудрый; родной мир — Новая Икония (раннее — Икония).
- Таланская Империя — загадочная насекомообразная цивилизация, цели которых неизвестны; талане довольно лояльны и имеют развитую промышленность; лидер — Хифезиус; родной мир — Тала (колония, настоящий родной мир неизвестен).
Dark Avatar
- Клан Корат — раса дреджинов, которая жаждет не поработить, а уничтожить все остальные расы.
- Консулат Кринна — организация, состоящая из представителей разных рас, которая хочет обратить расы к своей вере.
Conclusions: You are off to a good start
You will soon face the same kinds of tough decisions our own leaders in government face (or choose to avoid). For example, a fast expanding civilization will be running a deficit.
How important is it that you run a balanced budget? Only you can decide.
You can bring in money by sending out treasure hunt missions, or trading technologies for money, or raising taxes or building up your local economy, or sending out freighters, or through tourism, or by conquering wealthier civilizations.
Your particular solution will determine your strategy.
Don’t worry about deficit spending. Just keep an eye on your treasury.
Good luck and ask questions here!
Путь войны в Galactic Civilizations 3 нелегок

В основном это связано с неинтуитивным обучением в игре, но завоевание планеты может быть немного сложнее, чем ожидалось. Игроки не могут просто загрузить транспортный корабль и приблизиться к вражеской планете для быстрого вторжения, требуется некоторое предварительное планирование.
Или, по крайней мере, игрок должен обладать достаточной огневой мощью, чтобы разрушить любую защиту планеты. Это может включать в себя оборонительные звездные базы и линкоры, расположенные рядом с планетой. Только когда эта защита отключена, игрок может начать вторжение на враждебную планету.
Но для эффективной войны потребуются легионы, генералы и материалы для строительства наступательных космических кораблей
Все это потребляет ресурсы и, вероятно, привлечет внимание других цивилизаций, которым может не понравиться то, что игрок собирает армию. Так что имейте это в виду, прежде чем решите полностью разжечь войну в прохождении
При этом каждый игрок захочет иметь какой-то базовый флот. Даже если это только для борьбы с космическими пиратами, которые могут попытаться атаковать корабли игрока.
Каждый игрок должен иметь как минимум одного гражданина, обученного на генерала, одну военную академию для обучения солдат и 1 верфь и / или мир, посвященный строительству и ремонту военных кораблей. Как только этот базовый военный аппарат будет запущен и запущен, игрок сможет иметь несколько небольших флотилий. Эти флоты могут быть сформированы путем наложения кораблей друг на друга, и эта способность может стать чрезвычайно полезной, если игрок хочет убедиться, что его конвои или торговые суда всегда охраняются небольшим контингентом наступательных космических кораблей.
Galactic Civilizations III доступна на ПК.
Gather Resources and Expand Borders Quickly in Galactic Civilizations III
The start of almost any civilization game is about establishing borders and gathering resources, and that still rings true in this game. Set up a few starbases, establish a few colonies, and get a few shipyards up and running. Particular emphasis should be put on starbases with a mining specialty because it is these bases that will give the player’s civilization resources to use at a later date. Even if the civilization does not use them personally, there are several other civilizations who may be willing to trade for them.
Since this early part of the game is so focused on exploration and expansion, it is advised that players prioritize the training of administrators. Citizens who are trained as administrators can manage colony ships, survey ships, and constructors, thus making them extremely useful for rapid expansion.
New in Galactic Civilizations IV
Building on the strengths of the previous entry in the series, Galactic Civilizations IV includes the biggest changes we’ve ever made to the series. These new features include:
Leader Characters
We abstract game elements such as population, diplomats, leaders, generals, etc. with Leader characters. Each of these characters has their own set of attributes, strengths and weaknesses and relationship with the player. Leader characters give the player a lot more flexibility and agency in how they run their civilization.
Star Sectors
Galactic Civilizations IV introduces star sectors. Each sector is akin to a map in Galactic Civilizations III. Most of these sectors are similar to tiny to large GalCiv III maps that represented a section of the overall galaxy that the player was trying to conquer. Now, there can be anywhere from one to dozens of star sectors to explore.
A New Combat System
Previous GalCiv games resolved combat in a single turn regardless of the scale of forces. Now, once the forces get big enough, a turn of combat may not destroy all of a fleet, allowing players to alter tactics, retreat or call in reinforcements.
A New Invasion System
Depending on the population and defenses of the world, invasions no longer necessarily resolve in a single turn. This allows for more strategic choices for players as a player cannot simply sneak in and conquer a capital world in the middle of an enemy empire.
True Colonies
By default, planets aren’t managed at all. They simply provide resources (tech, minerals, wealth, food) to the nearest “core” world. Players can then decide if they want to manage a world by assigning a governor to it, which turns that colony into a core world. The governor doesn’t manage anything but instead provides a series of bonuses to the planet based on their character. Of course, have too many colonies feeding a core world and that governor may decide he or she doesn’t need you anymore and rebel.
Enhanced Multiplayer
Unlike in Galactic Civilizations III where multiplayer was simply a single player game with other people instead of AI controlling things, GalCiv IV’s multiplayer will include a robust set of features that make it possible to play a GalCiv IV game with multiple people in mind. This includes better support for co-op, as well as scenarios where the game could be won in less than an hour.
Story-Driven Missions
Rather than having a campaign, the sandbox game is instead getting story-driven missions. These are events and anomalies that generate a mission for the player which provides various benefits and challenges, as well as ensures that each game feels like its own epic story.
Deeper Research
Now, the number of technologies to choose from at a given time is limited to the top 5 (which can be upgraded to 7 later on).
During the early game, this won’t be any different than it was in previous games. But later, it requires the player to make some tough choices since every technology has an “innovation rating,” which determines how likely it will be picked as one of those 5 technologies.
Players can press an “inspire” button which will select a new group of 5 techs, but the cost for those techs goes up for each time the inspire button is pressed.
Mixed Populations
Because populations are now abstracted into leader characters (as in, instead of having a population of 5 on a planet you now have 5 citizen characters), it means that when you conquer a planet (or assimilate it, or trade for it, or simply get immigration) you can end up with alien characters on your worlds.
Different species have different strengths and weaknesses, as well as different levels of xenophobia (i.e. living on planets with other species) that allow players more control and flexibility and challenge for dealing with their worlds.
Ideology
Galactic Civilizations IV has a 4-axis system: Collectivist, Authoritarian, Individualist, and Libertarian. Player choices in the game will give them points in one of these 4 areas, allowing them to unlock new ideology perks that give them new features and bonuses (as well as penalties).
Список рас Galactic Civilizations I[]
- Земной альянс (англ. Terran Alliance): Цивилизация игрока, которую можно полностью модифицировать (можно даже изменить название), но компьютерные игроки всегда называют игрока человеком.
- Дренджинская империя (англ. Drengin Empire): Агрессивная раса, практикующая рабовладение. Дренджины очень агрессивны, что делает их опасными в коротких играх.
- Алтарианская республика (англ. Altarian Republic): Короткое описание расы — «святые крестоносцы». По странному обстоятельству, алтарианцы выглядят точь-в-точь как люди, но имеют необъяснимые пси-способности. Алтарианцы всегда готовы уничтожить злую цивилизацию, разве что их экономика зависит от торговли с ней.
- Арсеанская империя (англ. Arcean Empire): цивилизация придерживающаяся нейтралитета. Первая цивилизация, с которой Земляне установили контакт.
- Коллектив Йор (англ. Yor Collective): разумные машины, чья цель — уничтожение всего живого в галактике.
- Торианская конфедерация (англ. Torian Confederation): бывшие рабы Повелителей страха, торианцы стали свободными после исчезновения хозяев, но их затем захватили дренджины. Ториане их изгнали и основали новую цивилизацию. Ториане часто вступают в союз с алтарианцами.
Altarian Prophecy
- Доминион Корксов (англ. Dominion of the Korx): злая торговая раса. Мало что известно о Корксах, но они являются главным противником в кампании дополнения.
- Легион Драт (англ. Drath Legion): загадочная рептилоидная раса, которые почему-то недолюбливают алтарианцев.
Habitable planet traits in Crusade[]
Planet traits are additional special bonuses a habitable planet may have.
| Trait | Class range | Effect | ||
|---|---|---|---|---|
| Minimum | Maximum | Weight | ||
| Unrecognized icon name Active Core | 4 | 10 | 100% | +20% Unrecognized icon name All Construction-40% Unrecognized icon name Growth |
| Unrecognized icon name Bountiful | 825 | 1426 | 95%5% | +10% Unrecognized icon name Gross Income |
| Unrecognized icon name Bread Basket | 8 | 16 | 100% | +10% Unrecognized icon name Food+10% Unrecognized icon name Growth |
| Unrecognized icon name Desert Planet | 4 | 10 | 100% | +10% Unrecognized icon name All Construction-15% Unrecognized icon name Food |
| Unrecognized icon name Ghost World | 625 | 1226 | 95%5% | +10% Unrecognized icon name Research |
| Unrecognized icon name Low Gravity | 8 | 14 | 100% | +10% Unrecognized icon name All Construction+25% Unrecognized icon name Tourism Income |
| Unrecognized icon name Scenic World | 8 | 14 | 100% | +25% Unrecognized icon name Tourism Income+10% Unrecognized icon name Morale |
| Unrecognized icon name Serene | 1025 | 1626 | 95%5% | +10% Unrecognized icon name Influence Growth+10% Unrecognized icon name Morale |
| Unrecognized icon name Shrouded | 8 | 16 | 100% | 0.1 Unrecognized icon name Resistance-10% Unrecognized icon name Influence Growth |
| Unrecognized icon name Shielded | 8 | 14 | 100% | +10% Unrecognized icon name Research+0.1 Unrecognized icon name Resistance |
| Unrecognized icon name Thin Atmosphere | 8 | 14 | 100% | +10% Unrecognized icon name Food-15% Unrecognized icon name Growth |
| Unrecognized icon name Tidally Locked | 8 | 14 | 100% | +10% Unrecognized icon name All Construction+10% Unrecognized icon name Trade Route Value |